Asbjoern Andersen


If you're running a smaller audio post production company, how do you thrive and grow when you're in an industry with many, much-larger players?

That's what Doug Siebum set out to find out with this interview, centered around the topic of 'subversion': Here, he speaks with William McGuigan who has been doing post sound for over 12 years and is the proud owner of Gypsy Sound in Los Angeles. His credits include Chef's Table, The Kings of Summer, You're the Worst, Stan Against Evil, and, through Skywalker Sound, Kong: Skull Island.


Written by Doug Siebum, photo by Johnny McPheeters
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Doug Siebum (DS): Hi William, thanks for making the time to join us today. Can you tell us about your history? What first got you interested in sound for television and film?

William McGuigan (WM): My start in post sound is much like most people, through music. I went to audio school with the hope that I could combine my music background with my aptitude for tech. I thought I could live the life of a rock star — without having to actually be one. I worked at a few music studios, getting to work on a good balance between large format, orchestral, and big band work, and then smaller hip hop and rock sessions. As the financial realities of life were catching up with me, I started looking beyond. Luckily I got hooked up with a commercial post house in Venice, California called Ravenswork. It was a small boutique, commercial mix post house. It was a very small tight knit company, that showed me that there was room in the post production world for something smaller, unique, and personable.

I knew that I wanted to find a balance between the lifestyle and vibe of music studios with the professionalism and stability of a post studio

I was lucky to get that opportunity and really enjoyed my time there. After I moved on from Ravenswork, I freelanced and worked at a few different places. I knew that I wanted to find a balance between the lifestyle and vibe of music studios with the professionalism and stability of a post studio. I think partially to my benefit and partially to my detriment, I wound up starting my own place early on, before I was able to learn the systems and workflows of one of the major studios. So I had to develop my own techniques and workflows, which seems to be the way a lot of people have to do it these days.
 

DS: Why did you decide to start your own business?

WM: I guess because I didn’t find another small boutique company that fit my pace right away. I don’t know why. [laughs] A couple of friends and I had been working some freelance gigs together. It was sort of an attempt to combine forces. That’s kind of where the name Gypsy Sound came from. We were a bunch of people that would band together for bigger projects, while simultaneously handling all of our own little things. We pooled our skills and resources to make Gypsy Sound.
 

DS: Can you talk a little about the early years of your business? Did it take you a little while to find your place in the world?

The biggest difficulty is that in order to do a mix properly, there’s no way around really having the room, the gear, and the space to do it.

WM: We had a couple of clients that gave us a bit of a launching pad. It was definitely difficult. I started out on a Mac Mini and an M Box. That obviously has it’s own challenges. By no means was it easy, but I think we got lucky, because we found a really good, loyal network early on. When we started, I was working on one of the first shorts of a director that I still work with today. A few of the people that came to us when we first got started, have been loyal throughout and have kept us fairly busy. The biggest difficulty is that in order to do a mix properly, there’s no way around really having the room, the gear, and the space to do it.
 



Chef's Table - Season 2 | Official Trailer [HD] | Netflix


Chef’s Table is one of the shows that Gypsy Sound has worked on

DS: At the time of inception and up to now, how has your business model differed from the larger post houses?

WM: It mainly differs in that we sort of operate both as freelance mixers and engineers as well as an independent post house, so there are other studios that we each work with. We don’t view other studios as competition so much as partners in trying to get a project done. I’ll four wall at another studio for some projects, or work with other designers or editors.

We don’t view other studios as competition so much as partners in trying to get a project done

It’s also different because we can be slightly more selective about our work. Maintaining a smaller business allows us to not necessarily have to take on every project that comes to us.
 

DS: Right, because you have a lower overhead.

WM: Yeah, there’s the lower overhead factor and then there’s the capacity factor. With 5 or 6 people, we’re maxed out on space here. If we have to, we can expand out to other editors working offsite, but at a certain point, you don’t want to sacrifice the time put into each project just to be able to say that you did more. So there’s definitely some projects that we are able to pass on and instead are able to do the ones that we’re excited to work on.
 


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DS: What did you want to try differently from the traditional business model?

WM: It’s not my favorite word, but the idea of being a boutique and approaching a project as a partner or team member. It’s a lot easier to feel like a team with the production and the director when it’s a smaller crew. The angle that I lean into with this place, is that you know everybody working on the project; we all work on it with the director and producers as a complete team. I think that builds a stronger relationship.
 

DS: Can you tell us about your workflow?

WM: Typically there’s a core team of 4 or 5 of us here. Then depending on the schedule there are several other editors or and designers that we sub out to. Nikola Simikic or I supervise projects that come in, and walk it through the process from creative through delivery. Our ability to expand and contract allows us to create a different workflow for each project.
 

DS: What are some of the shows that you’ve worked on?

WM: You’re the Worst for FX was a really fun one that just ended. Chef’s Table and Street Food Asia are currently on Netflix. I’ve done a lot of docuseries including not only the two I just mentioned, but also 7 Days Out, and Larry Charles’ Dangerous World of Comedy. I also worked on Stan Against Evil on IFC and lots of cool Indie films.
 

DS: Do you have a favorite show or a biggest show that you worked on?

WM: Chef’s Table is probably the one that I get recognized for the most. We worked on You’re the Worst for 5 seasons. All of us really enjoyed working on it a lot; it was really special to us. The biggest feature that I worked on was Kong, but that was through Skywalker Sound, not Gypsy Sound. We get such a good balance of different things, it’s kind of hard to pick a favorite. Kings of Summer is a feature that holds a special place in my heart, because I was getting the facility and building out my rig. Band of Robbers was another movie that we had fun with, A Thousand Junkies was also a lot of fun… It’s really tough to pick just one favorite! Each project holds a little special place in our hearts.
 



Kong: Skull Island Official Comic-Con Trailer (2017) - Tom Hiddleston Movie


Through Skywalker Sound, William McGuigan worked on Kong: Skull Island

DS: How big is the typical crew size on one of your shows?

WM: We’re typical a crew of 4. I’ve had it expand to anywhere between 7 and 9 people. That’s usually when we have several different projects at the same time. On a single project, I think the largest we’ve gone is 5 or 6 people.
 

DS: Can you talk about building relationships with clients?

WM: I think it goes back to not being too big of a place. I think one thing that our clients appreciate is coming in and knowing everyone in the facility. I think that gives us a lot of returning client value. The majority of my clients have become my friends. We’re all part of a similar network of people, so it seems like most of my clients know each other as well.
 

[tweet_box]William McGuigan from Gypsy Sound talks about starting his own post house[/tweet_box]
DS: How did you get plugged into that network?

WM: Its all word of mouth and via relationships with other Editors, Composers, Producers, or Directors. As I do a project for one person they might recommend me to somebody else they work with. As each of those clients grow, so does their network etc.
 

DS: What was the hardest thing about starting a business?

The biggest thing right now that independent houses are dealing with is upgrading their security. Especially if you want to work on bigger budget projects, you really need to have network security down.

WM: The hardest thing I think, was finagling lower budgets, hustling favors, and just trying to make things work in the early stages. Having the confidence to do it really. It’s tough to start your own thing, when you barely know what you’re doing. Trying to learn how to do the whole business thing, while, at the same time, mastering a craft – that’s pretty tough. You’re learning a lot of it by yourself, through trial and error. Making big leaps like investing in a facility or gear, having the confidence that you’re going to have the work to keep everything going. Taking that risk is pretty tough. The biggest thing right now that independent houses are dealing with is upgrading their security. Especially if you want to work on bigger budget projects, you really need to have network security down. That’s a whole other investment. It’s one thing to learn the gear and tech for the craft. It’s another thing to also have to learn the gear and tech for the networking and security authorization that a lot of clients are starting to expect.
 

DS: Yeah, it’s like you need to bring in an IT guy to do it or learn it all yourself.

WM: Right, I wish it was one or the other. But even if you bring in an IT guy, you should know the basics of what’s going on.
 

DS: Is there anything else that you would like to add?

WM: The idea is to not view anyone as competition as much as resources to learn with and grow with. There’s enough work to go around.
 

A big thanks to William McGuigan for sharing some of his experience with us and giving us all a little bit of advice on getting a post house up and running – and to Doug Siebum for the interview! You can learn more about Gypsy Sound here , find William McGuigan on IMDb here , and follow him on Twitter here

 

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    Unleash pure audio carnage with OVERKILL – a brutally detailed 5.7 GB sound library featuring 3390 hyperreal gore sound effects across 607 files. Whether you’re designing subtle, skin-crawling tension or full-blown splatter mayhem, Overkill gives you the raw, visceral tools to cover the entire spectrum of gore – from nuanced realism to over-the-top brutality.

     

    DESIGN KIT (360 Sounds – 60 Files)

    A collection of brutally crafted, drag-and-drop sound effects, organized into game-ready actions and categories.

    • Stab: Precise, piercing attacks with bladed weapons like knives, daggers, and swords.
    • Hit: Brutal strikes using blades such as machetes, katanas, and sabres.
    • Cut: Clean or messy slices delivered by weapons like katanas, knives, machetes, and sabres.
    • Slam: Heavy, crushing blows with blunt weapons like warhammers, morning stars, flails, crowbars – and even axes used with brute force.
    • Crush: Full-on head or body crushes – whatever happens when too much pressure turns flesh and bone into pulp.
    • Explode: Full-on body explosions – when guts, bones, and blood violently erupt in every direction at once.

    All of these categories are featured in both a realistic, organic style and an exaggerated, highly stylized, over-the-top version.

    In addition the Design Kit features Projectile Impacts from Guns, Shotguns and Arrows.

     

    BUILDING BLOCKS (384 Sounds – 64 Files)

    The goal behind our Building Blocks is to provide pre-designed sound layers that streamline your workflow. We’ve created straightforward, easy-to-use categories that let you quickly build new sounds or enhance your own designs.

    All following categories are available in both Wet and Dry:

    • Impact: Ideal as punchy sweeteners for heavy weapon hits and brutal moments.
    • Whoosh: Quick, clean lead-ins to enhance any kind of gore sound.
    • Crack: Perfect for highlighting the snap of shattered bones and broken bodies.
    • Tail: Drag and drop to add lingering, gruesome sustain to your gore effects.

     

    CONSTRUCTION KIT (2653 Sounds – 483 Files)

    For our Construction Kit, we wanted to give you the best of both worlds to meet (or should we say meat) all your needs. You’ll get cleaned raw recordings for full flexibility in your own processing, plus pre-processed and layered sounds to spark creativity, fuel inspiration, and give you everything you need for hyperrealistic gore design.

    Our Construction Kit includes:

    • Blood: Vile drips, juicy splatters, and bone-chilling squeezes.
    • Gut: Rich with drops, impacts, squishes, and visceral movement.
    • Flesh: Brutal impacts, rips, strains, and movements.
    • Bone: Crisp breaks and sharp snaps.
    • Texture: Hyperrealistic wet and dry constant textures.
    • Weapon: Resonant metal slices, stabs, and hits, as well as whooshes for weapon hits and ricochets.
  • Destruction & Impact Sounds Metamorphosis Play Track 2328 sounds included $190

    Metamorphosis is a huge collection of recorded source, synthesized material and hybrid sounds. The library was created to cover a wide range of themes, with rich textures, aggressive impacts and a large selection of pass bys, bass drops, pyrotechnics and many more types of material.

    All of the Recorded Section was captured at 384KHz with microphones capable of recording up to 200KHz among with more conventional mics. The resulting assets are sounds that can be stretched to new extremes for greater sound design opportunities.
    In many cases I took the liberty to slow down the assets while editing the sounds to deliver what I thought was the most useful version of a given recording though in most cases I have also included other takes at the original 384KHz sample rate to get the best of both worlds.

    All of the Synthesized Content was created in Serum while the Hybrid Section was created by manipulating the Recorded and Synthesized sounds.

    Techniques such as morphing were used to blur the lines in between the nature of the two sources, making for ambiguous yet extremely versatile material that can be employed on both realistic and abstract designs.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
  • Foley Sound Effects Grenade Foley Play Track 1374 sounds included $15

    A focused collection of grenade foley, captured with precision using replica units. This library provides the essential, clean sounds of tactical handling, interaction, and impacts.

    Recorded at 96kHz/24-bit across various surfaces including steel plates, carpet, wood floorings, soil, and grass, this library offers variation for different environments. The recordings feature grenade shakes, surface impacts and rolls, pin pulls, spoon lever ejections, spoon drops, and tactical gear foley, all captured with Lewitt LCT 540 S and Shure SM7B.

    This is a practical toolkit for sound designers working in film, games, and other media, providing a tonal and versatile foundation for building realistic military action.

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  • Bundles Musical Textures Play Track 863 sounds included $179

    Experience the fusion of music and sound design with, Musical Textures, the latest cinematic sound effects bundle from 344 Audio. This collection reimagines musical instrument recordings as rich, expressive sound design elements, delivering an inspiring toolkit that bridges the worlds of music and filmic storytelling.

    This is not a music library — it’s something tonal, textural, and uniquely crafted to bring musicality into the realm of cinematic sound design.

    After months of tireless work, the 344SFX team, (with the involvement of skilled musicians), captured performances from electric guitars, bells, chimes, gongs, harps, percussion and more, then meticulously transformed them into a stunning range of designed assets. The result is a library that blends musical expression with cinematic sound design, delivering sounds that feel both organic and otherworldly — ready to enhance emotion, tension, and atmosphere across your creative projects.

    Inside, you’ll discover a rich tapestry of cinematic textures: swelling risers sculpted from cymbals, thunderous hits shaped from singing bowls and percussive elements, and sharp, melodic stingers inspired by East Asian instruments. Long, enveloping drones, crafted through inventive sound design — add tension and atmosphere, while deep subs, lush pads, ethereal ambiences, and harmonic tonal beds bring emotional depth and tonal complexity. You’ll also find a selection of short, expressive musical performances, ideal for transitions, title cards, or scene changes that call for a nuanced, human touch.

    Whether you’re building transitions, accenting key moments, or shaping immersive soundscapes, Musical Textures adds tonal richness and cinematic character to your design palette.

    Every sound has been meticulously crafted by our in-house audio artisans, making this library ideal for sound designers working in film, television, trailers, and games.

    With 863 sound effects, totaling 30.4GB, and delivered in both 24-bit / 96kHz and 192kHz, each file is embedded with UCS metadata for easy integration into your workflow.

    Musical Textures is your toolkit for expressive, tonal, and cinematic sound design, where instruments become atmosphere, and melody becomes motion.

  • Bundles Ultimate Horror Play Track 1550 sounds included $199

    The Ultimate Horror sound effects library from 344 Audio is designed to empower creators with the spine-chilling elements of horror.

    With high-quality recordings, this collection has everything you need to fill your projects with intense gore, eerie atmospheres, and heart-pounding jump scares. Perfect for emulating a haunting ambience, or providing gruesome creature sounds for a zombie apocalypse film, this collection ensures your projects will never lack the terrifying sonic textures they deserve. Make your work truly unforgettable with the Ultimate Horror sound effects library — the essential collection for any slasher movie enthusiast.

    This library contains over 1,500 individual files to choose from and is embedded with UCS Metadata. Don’t delay, fill your collection with these essential horror sounds to keep your audience on the edge of their seats!

  • 344 Sound Effects proudly presents The Antiques Collection, a meticulously recorded bundle that captures the distinct, textured sounds of objects from a bygone era. The sonic qualities of antique items can be elusive, often requiring specific techniques and a variety of recordings to faithfully reproduce their authentic character. With this collection, our in-house team has delivered a suite of high quality recordings designed to bring depth, age, and historical richness to your projects.

    The Antiques Collection features a thoughtfully curated selection of objects, sourced over several years through trusted auctioneers across the UK, and a dedicated independent antiques dealer based in our home city of Manchester, the birthplace of the Industrial Revolution.

    This bundle contains recordings of antiques such as mechanical typewriters, rotary telephones, vintage bottles, dusty books, old clocks, metal boxes, luggage, and antique cutlery. These aren’t just props, they’re full of tonal nuance. From the weighty click of typewriter keys to the gentle clink of glass bottles, every sound has been captured with precision and care to highlight the tactile, resonant qualities that only age and craftsmanship can produce.

    Each recording in this bundle was performed and captured under controlled studio conditions, meticulously tested across a variety of surfaces and materials to ensure realism, clarity, warmth, and sonic consistency. You’ll hear the weighty thud of vintage luggage being set down, the crisp ticks of antique wooden clocks, the textured rustle of pages in a well-worn book, and the delicate clink of aged cutlery against a handcrafted oak table. Whether you’re designing sound for period films, historical documentaries, games, or audio dramas, this bundle provides an immediate and authentic solution, saving you the time and effort of sourcing rare items yourself.

    With over 700 files and 2.8GB, 24bit, 96kHz, of professionally captured antique recordings, this bundle offers a comprehensive library of unique, characterful sounds, making it your go-to resource for adding genuine vintage detail and historical depth to any audio project.

  • Explore the essence of Earth’s raw energy through Elements Enhanced, the latest sound effects library from 344 Audio. This collection captures the core forces of the natural world, offering creatives a rich variety of recorded and designed sound effects to elevate their projects and spark new levels of inspiration.

    This is not a weather library, it’s something  elemental, immersive, and designed to capture the raw forces of nature in their most creative and cinematic form.

    Over an extended period, our expert team at 344SFX has meticulously synthesized, recorded, and shaped sounds drawn from the earth’s most formidable elements, delivering a bundle that puts the raw power of nature at your command. We braved the elements, so you don’t have to.

    This bundle includes an array of elemental textures, from designed air thrusts and sweeping pass-bys to electromagnetic ambiences, glitches, movements, and surging currents. Hear fire in all its forms: from subtle crackles and sharp pops to roaring flames and bubbling geothermal lava flows. Shape scenes with intricate leaf rustles, foliage movements, and glass impacts, scratches, and shatters. Add depth with designed liquid bubbles, splashes, whooshes, and surreal ambiences. Embrace the grounded weight of wooden impacts, gritty rock movements, and shifting dirt layers. This library offers the tools to craft immersive environments, heighten dramatic moments, maintain realism, and bring elemental forces to life across film, TV, games, and beyond.

    Inside, you’ll find a blend of pristine natural recordings and imaginative, expertly designed assets from our in-house audio artisans — making this library suitable for a wide range of film, television, and video game genres.

    With over 1900+ sound effects, each embedded with UCS metadata and delivered in both 24-bit / 96kHz and 192kHz, Elements Enhanced is your toolkit for elemental sonic storytelling.

  • Ignite your creativity with The Low Frequency Designed bundle from 344 Audio.

    Transform your projects by adding sweeteners and additional depth, to designing natural disasters, explosions, creature sounds, sci-fi drones, vehicle effects, and more. This library empowers sound designers by offering a variety of low-frequency effects that bring richness, depth, and body to any mix, sparking creativity and elevating your projects. Subsonic sounds can be notoriously difficult to record and edit, but our expert audio team has handled all the heavy lifting for you, delivering pristine, ready-to-use files. Beyond film post-production and game sound, this collection is also incredibly useful for music producers and composers seeking to enhance their tracks with powerful low-end elements.

    This sound library contains over 1,500 sounds embedded in UCS metadata. P.S. Don’t forget to turn down your speakers, the audio preview may cause neighbor complaints.


   

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